| eTcetRa Australia. May 09 2012 16:04. Posts 435 | Profile # |
Unfortunately theres a Swastika somewhere in every rotational symmetry map
But no it is just the shape of the losb in the middle. I could always change it if people are offended though ^.^ |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| ArcticRaven France. May 09 2012 22:09. Posts 1165 | Profile # |
| I really think a high ground pylon from the main above can ruin the lowground third. Are you sure it is not in range ? |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| PandaZerg Canada. May 09 2012 23:09. Posts 148 | Profile # |
looks good, some parts make me think my favorite map: ESV Serpent Sands.
I also like 4p symmetrical map design with 4bases per player.
I like the new middle. Don't change it  Last edit: 2012-05-09 23:15:31 |
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| ihasaKAROT Netherlands. May 09 2012 23:22. Posts 3361 | Profile Blog # |
On May 08 2012 22:29 eTcetRa wrote:Increased the bounds of the map and spread the four spawns out, which increased the gaps between each spawn by 5 squares. Some pictures outside the natural/third to show the difference. Before and After. ![[image loading]](http://i.imgur.com/CynIh.jpg) ![[image loading]](http://i.imgur.com/NFaPH.jpg) Also rearranged the rocks and moved the main's mineral lines. Will update OP once I've fixed the aesthetics on the map.
Screw destructible rocks, we need ultaliskwalls guarding expansions.
"You wanna expand there? Really? Think about it, then get back to us" |
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| eTcetRa Australia. May 09 2012 23:48. Posts 435 | Profile # |
On May 09 2012 22:09 ArcticRaven wrote: I really think a high ground pylon from the main above can ruin the lowground third. Are you sure it is not in range ?
Have to check on that. Probably a spot to warp in a couple units I imagine.
On May 09 2012 23:22 ihasaKAROT wrote: Show nested quote +On May 08 2012 22:29 eTcetRa wrote:Increased the bounds of the map and spread the four spawns out, which increased the gaps between each spawn by 5 squares. Some pictures outside the natural/third to show the difference. Before and After. + Show Spoiler +Also rearranged the rocks and moved the main's mineral lines. Will update OP once I've fixed the aesthetics on the map.
Screw destructible rocks, we need ultaliskwalls guarding expansions. "You wanna expand there? Really? Think about it, then get back to us"
Or an Omegalisk, or whatever it was in the campaign!
Edit: Yeah warp in is easily possible. Fixed now  Last edit: 2012-05-10 00:05:33 |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| ArcticRaven France. May 10 2012 01:01. Posts 1165 | Profile # |
Cool  |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. May 11 2012 18:18. Posts 435 | Profile # |
With some internal testing I've ironed a few bugs out and the map feels pretty good. Some parts of the map still feel a bit too tight, and the rush distances seem pretty good so far.
Upcoming changes I'd like to make: - Widen the chokes outside natural. - Move main mineral lines towards corners. - Put a tower in (feels odd having so many line of sight blockers in the middle and having such a large map without a tower) + Show Spoiler [Image for reference] +
I have no clue where to add towers in and if they are even needed.
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| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| AnalyZ France. May 11 2012 18:46. Posts 32 | Profile # |
Looks like Backwater gulch, but better  |
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| ArcticRaven France. May 12 2012 01:06. Posts 1165 | Profile # |
| Why not put the tower in the center and block it with doodads, Abyssal caverns style ? That was the coolest tower feature I have ever seen. |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. May 12 2012 22:02. Posts 435 | Profile # |
| Funny that u suggest that because that's what I have gone with in the current test version. |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| ArcticRaven France. May 13 2012 01:08. Posts 1165 | Profile # |

Irma, they call me. |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. May 14 2012 21:36. Posts 435 | Profile # |
Updated to 1.5. Original post has been updated with new images and information.
Changes include:
- Main mineral lines moved.
- Fixed pylon warp-in from main fixed.
- Ramp outside natural enlarged.
- Less line of sight blockers in the centre.
- Fixed some texturing and doodads.
Just some minor fixes to make the map less abusable by cheese. Intended to open up the middle a bit by removing some of the line of sight blockers. Didn't add any towers because they would be too powerful no matte where i placed them.
Feedback appreciated as always.
<3Last edit: 2012-05-14 21:37:17 |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| ArcticRaven France. May 15 2012 21:29. Posts 1165 | Profile # |
| Why less LoS blockers ? Me want my LoS D: |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. June 01 2012 12:48. Posts 435 | Profile # | |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| Chargelot June 01 2012 19:29. Posts 2274 | Profile Blog # |
Hey, first off, I like this map. The base (bases 1-3 per player) layout is a little like Cloud Kingdom, but the interesting triple ramp and severely different center/the fact that it's 4P makes all the difference.
To my understanding, there is no way YOU can host this map on other servers unless you own an account on those servers. That is why I host several maps for other mapmakers on the EU server.
I currently host: Hidden Sands by Namrufus RetroSpork by Namrufus The Bx Monobattle series of maps by Urashimakt, including
- Bx Monobattle - District 10
- Bx Monobattle - Extinction
- Bx Monobattle - Megaton
- Bx Monobattle - Zenith
- Bx Monobattle - Sand Canyon
- Bx Monobattle - Outpost
All hosted by Chargelot
If you would like me to host your map on the EU server, send me a PM with the download link to the map file (any generic file sharing/uploading website will do), and any details you may have for me related to hosting the map, and I will get it up on EU as soon as I can, and update it whenever you need me to.Last edit: 2012-06-01 19:30:18 |
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| ArcticRaven France. June 01 2012 21:05. Posts 1165 | Profile # |
I think that ramp needs to be there, keep it.
-It makes getting a fourth easier, so 3-base deathball play is weaker -It makes denying the third easier, so zerg isn't screwed against fast third tosses. (without it, it becomes entombed valley but without the massive middle)
Having one of those anti-zerg pro-protoss elements is fine ; but having both is gonna put us in a lot of trouble.
In the near positions scenario,you wouldn't half the rush distance to expand closer to your enemy would u?
In TvZ (and marginally, in case of muta basetrade strats, PvZ) it's actually quite good. This is one of the reason I liked this map. Because it plays differently in different matchups. |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. June 28 2012 13:41. Posts 435 | Profile # |
Looking to enter this map to the MOTM ProAm.
I think i may need to turn the fourth base options into half bases, or to further increase the bounds to tal'darim size and remove all rocks.
Couple ideas anyway, thoughts? |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| Timetwister22 United States. June 28 2012 13:43. Posts 315 | Profile # | |
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| SidianTheBard United States. June 28 2012 13:51. Posts 970 | Profile # |
Don't make the 4th bases 1/2 bases.
I think I'd like it better if the mains were moved away from the 3rds so you couldn't cliffwalk / blink / tank siege into the main from those areas. Also don't really care for the two double wide ramps right outside your main where 1 is blocked by rocks and the other isn't. Should try working around with only 1 double (maybe triple?) wide ramp, then see how you like it with and without rocks. (Probably without otherwise the only early attack paths would all be through the middle. Although that might not be that bad.) |
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